uniform sampler2D tex_pp, tex_depth, tex_norm, tex_motion;
uniform mat4 invprojmtx, projmtx, modelviewmtx, invmodelviewmtx;

void main (void)
{
	vec4 t_out0 = texture2D(tex_pp, gl_TexCoord[0].st);
	gl_FragColor = t_out0;
	//vec4 t_out1 = texture2D(tex_ssao_rnd, gl_TexCoord[0].st * 2.0);
	//if (gl_TexCoord[0].s > 0.5)
	//	gl_FragColor = t_out0 * t_test;//t_out0;
	//else
	//	gl_FragColor = t_test;//t_out0;

	//gl_FragColor = t_out0 * t_test;

	//gl_FragColor = t_out1;
	//gl_FragColor = t_out0;

	// blur

	/*vec2 ScaleU = vec2(0.003, 0.003);
	vec4 color = vec4(0.0);

	color += texture2D( tex_pp, gl_TexCoord[0].st + vec2( -3.0*ScaleU.x, -3.0*ScaleU.y ) ) * 0.015625;
	color += texture2D( tex_pp, gl_TexCoord[0].st + vec2( -2.0*ScaleU.x, -2.0*ScaleU.y ) ) *0.09375;
	color += texture2D( tex_pp, gl_TexCoord[0].st + vec2( -1.0*ScaleU.x, -1.0*ScaleU.y ) ) *0.234375;
	color += texture2D( tex_pp, gl_TexCoord[0].st + vec2( 0.0 , 0.0) ) * 0.3125;
	color += texture2D( tex_pp, gl_TexCoord[0].st + vec2( 1.0*ScaleU.x,  1.0*ScaleU.y ) ) *0.234375;
	color += texture2D( tex_pp, gl_TexCoord[0].st + vec2( 2.0*ScaleU.x,  2.0*ScaleU.y ) ) *0.09375;
	color += texture2D( tex_pp, gl_TexCoord[0].st + vec2( 3.0*ScaleU.x, -3.0*ScaleU.y ) ) * 0.015625;

	gl_FragColor = color;*/
}
